Alternate Core Documents

A place to discuss any PnP (Pen and Paper) role-playing games you are working on.
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radmelon
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Re: Alternate Core Documents

Post by radmelon » Sat Nov 03, 2012 5:24 pm

radmelon wrote:The cybernetics work well, though you might want to give specifics on which bobbleheads give which bonuses for those who haven't read the story in a while. Also, I was looking at the change in the armour degredation rules, and how you can give up crit damage to damage armour. However, I don't see anyone doing that much, as the decrease in DT won't be all that much, and for PCs, it reduces the loot you can get. How about if it worked similar to weapons, and every 3 critical hits you take reduces your armour by one rank?
Just rementioning my suggestion on how armor damage works, as I did not get a response. Also, I've resumed work on jojolagger and I's extra races, and was wondering about putting them up for consideration for inclusion into the main rules, if that isn't too presumptuous of me. :pipshrug:

<edit> Also, about time we got a trait for playing as a child. It just shows up to much in the story not to be there. :scootangel: :unsuresweetie:
<edit2> I was looking at the perks list, and for the SATS perks, what does the Cooler Under Fire perk do? It says you regenerate AP 20% faster, but that doesn't really translate into the game's mechanics. And the Action Filly perk apparently gives +30AP per level, which is vaguely ludicrous for any perk below 20th level.
Bloody mess: The gift that keeps on gibbing.

Chayn
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Re: Alternate Core Documents

Post by Chayn » Sat Nov 03, 2012 5:45 pm

<edit2> I was looking at the perks list, and for the SATS perks, what does the Cooler Under Fire perk do? It says you regenerate AP 20% faster, but that doesn't really translate into the game's mechanics. And the Action Filly perk apparently gives +30AP per level, which is vaguely ludicrous for any perk below 20th level.
It require SATS..I'd say that SATS perks work only if yo got SATS active and running, thus -10 AP from each turn. It's kinda tradeoff, and don't forget, that if you aren't Stable Dweller you need another perk that allow you to activate SATS and EFS(and, of course, you need working PipBuck, which trouble in itself).

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radmelon
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Re: Alternate Core Documents

Post by radmelon » Sat Nov 03, 2012 6:48 pm

Chayn wrote:
<edit2> I was looking at the perks list, and for the SATS perks, what does the Cooler Under Fire perk do? It says you regenerate AP 20% faster, but that doesn't really translate into the game's mechanics. And the Action Filly perk apparently gives +30AP per level, which is vaguely ludicrous for any perk below 20th level.
It require SATS..I'd say that SATS perks work only if yo got SATS active and running, thus -10 AP from each turn. It's kinda tradeoff, and don't forget, that if you aren't Stable Dweller you need another perk that allow you to activate SATS and EFS(and, of course, you need working PipBuck, which trouble in itself).
If you're talking about Action Filly, you do have a point, but it should be noted that 30AP is the equivlent of +10 AGI, which is massive.
Bloody mess: The gift that keeps on gibbing.

Chayn
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Re: Alternate Core Documents

Post by Chayn » Sat Nov 03, 2012 7:11 pm

If you're talking about Action Filly, you do have a point, but it should be noted that 30AP is the equivlent of +10 AGI, which is massive.
Well, it's dose of Rainboom at Rank I and something undescribable at Rank II. But, yeah, anyway it's really OP. Either someone should ban it outright or change level requirement or something. And there is still pronlem of PipBuck rarity...and you could always saw off character leg with that cursed device... *Pinkamena smile*

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Sat Nov 03, 2012 9:31 pm

Chayn wrote:Once again I want to repeat my questions to the creator of the RP system...-_- I hope you all don't mind.

1)What exactly Karma do and what role in game mechanics it fills? When I should check Karma of characters(except for perks)?
Karma reflects roleplaying choices. It is a measure of the good that a character has done. It is important that, aside from shamanism and perk requirements, Karma gives no mechanical benefit -- the struggle to do the right thing means a lot less when there are game mechanics punishing those who don't. However, GMs are encouraged to take Karma into account when plotting the course of a character's story arc.
4)If Medic use Sound Slumber does he recover Strain while spell last?
Yes.
5)Hea&Restoration spells. What exactly they heal? Wounds? Limb health? Both? Wording is kinda unclear on this...
Heal and Restoration heal overall damage, and can heal limbs which have taken some damage, but not enough to cripple them. They cannot heal limbs which are crippled.
Also, I noticed that with current version of rules most fights last only a couple or so rounds. Not a problem, sure, but it negates the possibility of long battles if characters more or less capable in fight. My fellow player created a griffin fighter which does something like 1000+ damage to one target in a round and is is only 5th level.
It almost doesn't matter which level monster is right now, at least in my opinion. Wounds goes down really quickly and it's very hard to do tough enemy(tank-like) without some heave custome perks or power armor.
1000+ damage? I suspect something isn't right there. That is way in excess of what should be possible.

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Sat Nov 03, 2012 9:48 pm

Chayn wrote:*flipped through files* All right, not so much, if we don't count one homerule, but still even after excluding this we only lose 3d10 damage from strike.
5th level griffin with STR 10 AGI 10...
oooohkay. :pinkiesick:
(last ones with Wild swing option). If all strikes hit, it means 12(14) hits resulting in 360+12d10 or 420+14d10 DAM.


Remember that armor applies separately to every hit and every individual bullet.
With that homerule when griffin racial perk Steel Claw add his damage bonus on slashing Unarmed weapons


That is a bad homerule.
Telekinesis is a simple spell. So... let's say we got POT 5 VER 5 Unicorn who could use only that spell. Ok, fine. We could fine manipulate up to 5 objects... how about 5 floating battle saddles each armed with 4 Magical pistols? Problem is...
A battle saddle can only have four magical pistols if the character who created it has Mechanics 100 and has linked all the pistols together -- not something a 5th level character should be capable of creating (or, for that matter, affording the parts for). You cannot buy those off the street.

I'm seeing your problem... :trixieshiftleft:
It is an unfortunately truth that any game system can be broken by munchkins. :trixieshiftright: Since no amount of house rules or fixes will ultimately change that, I personally try to solve that problem by restricting the games I run to non-munchkin players.

:scootangel:
Last edited by Kkat on Sun Nov 04, 2012 5:48 am, edited 2 times in total.

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Sat Nov 03, 2012 10:01 pm

radmelon wrote:<edit> Also, about time we got a trait for playing as a child. It just shows up to much in the story not to be there. :scootangel: :unsuresweetie:
:pinkiehappy:
<edit2> I was looking at the perks list, and for the SATS perks, what does the Cooler Under Fire perk do? It says you regenerate AP 20% faster, but that doesn't really translate into the game's mechanics. And the Action Filly perk apparently gives +30AP per level, which is vaguely ludicrous for any perk below 20th level.
The Action Filly basic perk gives +15 AP per level. (+30 AP if you have both.) The Action Filly perk for S.A.T.S. gives you +30 max action points in S.A.T.S. Normally, once you activate S.A.T.S., you may only use its benefits for a maximum of 45 AP worth of attacks. With Action Filly, you may use its benefits for 75 AP worth of attacks. You're not getting any additional AP at all.

Cooler Under Fire needs work. :ajsleepy:

Chayn
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Re: Alternate Core Documents

Post by Chayn » Sun Nov 04, 2012 8:57 am

The Action Filly basic perk gives +15 AP per level. (+30 AP if you have both.) The Action Filly perk for S.A.T.S. gives you +30 max action points in S.A.T.S. Normally, once you activate S.A.T.S., you may only use its benefits for a maximum of 45 AP worth of attacks. With Action Filly, you may use its benefits for 75 AP worth of attacks. You're not getting any additional AP at all.
Sadly, Action Filly for SATS have two Ranks, thus granting SATS user +60max AP, and that's the problem.

With DAM 30+ you may count armor out. Highest DT in-game got Steel Rangers DT28 armor. Other than that, well... enemy screwed.

Big thanks for answers!

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Sun Nov 04, 2012 9:58 am

Actually, that seems perfectly right to me. I think you might be misunderstanding how S.A.T.S. works. Doing some math...

In the most rare and extreme case, a character will have an Agility of 10. Let's also assume she is an unarmed combatant using her bare hooves, so her attacks are 15 AP.

With Agility 10, she will have 85 AP.
It takes 10 AP to activate S.A.T.S., leaving her with 75 AP. If she doesn't move or do anything else, she can make 5 attacks.
Her S.A.T.S. gives her benefits covering a maximum of 45 AP in attacks. So the first 3 attacks gain the benefit of S.A.T.S. and the last 2 do not.

She takes one rank of Action Filly (S.A.T.S.) and gains +30 max AP for S.A.T.S.
With Agility 10, she still has 85 AP.
It takes 10 AP to activate S.A.T.S., leaving her with 75 AP. If she doesn't move or do anything else, she can still make 5 attacks.
Her S.A.T.S. now gives her benefits covering a maximum of 75 AP in attacks. She can make all 5 attacks with the benefit of S.A.T.S.

She takes a second rank of Action Filly (S.A.T.S.) and gains an additional +30 max AP for S.A.T.S.
With Agility 10, she still has 85 AP.
It takes 10 AP to activate S.A.T.S., leaving her with 75 AP. If she doesn't move or do anything else, she can still make 5 attacks.
Her S.A.T.S. now gives her benefits covering a maximum of 105 AP in attacks. But she only has 75 remaining AP. She can make all 5 attacks with the benefit of S.A.T.S. The extra S.A.T.S. coverage is wasted.

Over the next two levels, she takes both ranks of Action Filly (basic) and gains an additional +30 actual AP.
With Agility 10, she now has 115 AP.
It takes 10 AP to activate S.A.T.S., leaving her with 105 AP. If she doesn't move or do anything else, she can now make 7 attacks.
Her S.A.T.S. gives her benefits covering a maximum of 105 AP in attacks. She can make all 7 attacks with the benefit of S.A.T.S.

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uSea
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Re: Alternate Core Documents

Post by uSea » Sun Nov 04, 2012 10:48 am

Chayn wrote:5th level griffin with STR 10 AGI 10 wielding two Spiked gloves.
The stats given for unarmed melee weapons already assume you are using them in (at least) a pair. Taking Fallout New Vegas as an example, Spiked Knuckles are always used in a pair and attack quickly (which gives them their low AP cost) whereas a Power Fist is used by itself (presumably it's too big and bulky to be used in a pair) and ends up being slower with a higher AP cost. With a pony's anatomy in mind the Spiked Horseshoes would be worn on all four hooves and Power Hooves would come in a pair (probably worn on the front hooves to improve the character's regular melee attacks, but they could be worn on the back hooves if the character really liked to use Buck.)

The character already uses each limb in melee combat to the best of their ability (to punch, kick, slash, grapple, feint, etc.). You do not roll separately for each claw/hoof regardless of the weapon you are using. Otherwise a Griffin (for example) would suffer the quite hefty -30 hit penalty for multiple 'weapons' unless they restricted themselves to only using a single one of their natural claws... which would look kinda silly.
make 6 to 7 double attacks(last ones with Wild swing option)
That's not how Wild Swing works.
Wild Swing / Shot: If a character uses one or more move actions in order to be able to attack an opponent and is left without enough AP to attack but they still have some AP left unspent, they may expend all remaining AP to make one Wild Swing or Wild Shot attack with any readied weapon or an unarmed attack . . .
Wild Swing requires you to have spent AP moving to try attacking in the first place (for a ranged weapon this would probably be getting into Line of Sight) and that this movement leaves the character without enough AP to make even a single regular attack. The rule was introduced when Movement values were 1/3 of what they are now and melee characters using a slower weapon often found themselves without enough AP to make an attack when they reached a target. This rule allowed them the chance to still make an attack that turn, which is why the penalty per missing AP is so low. Wild Swing may not even be necessary anymore with the increased Movement values.

**
I'll go through the list to specify whether an Unarmed weapon comes in a pair/quad. If in doubt convert over how they were used in FO3/NV. No one asked so I kinda forgot about it.

Of course the GM is free to run things however they want to.

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